Comments for The Unspeakable Oathhttp://theunspeakableoath.com/home
A Digest of Arcane Lore for Cthulhu Mythos Roleplaying GamesThu, 04 Sep 2014 03:51:43 +0000hourly1http://wordpress.org/?v=4.0.1Comment on Unspeakable! Episode 12: Delta Green Seminar at GenCon 2014 by crawlkillhttp://theunspeakableoath.com/home/2014/08/unspeakable-episode-12-delta-green-seminar-at-gencon-2014/#comment-1132
Thu, 04 Sep 2014 03:51:43 +0000http://theunspeakableoath.com/home/?p=1668#comment-1132also Greg’s description of the relationship between cowboys and insiders was fucking glorious
]]>Comment on Unspeakable! Episode 12: Delta Green Seminar at GenCon 2014 by crawlkillhttp://theunspeakableoath.com/home/2014/08/unspeakable-episode-12-delta-green-seminar-at-gencon-2014/#comment-1131
Thu, 04 Sep 2014 03:51:09 +0000http://theunspeakableoath.com/home/?p=1668#comment-1131super fun to hear about, of course. really had everyone here we could possibly want. it’s funny, the question I would’ve asked that sprang to mind immediately was “sooo some things about DG as written are…super…nineties. do you think of anything as especially super 90s that definitely needs a little deninetification for the reimagining?”

also v much liked Glancy’s Nodens and–was it Hite who suggested that it’s not so much that the vets would be “drawn to the Nodens cult” as they would “create the conditions for Nodens to exist.”

]]>Comment on Inside Call of Cthulhu 7th Edition by cgutteridgehttp://theunspeakableoath.com/home/2012/07/inside-call-of-cthulhu-7th-edition/#comment-1130
Mon, 21 Jul 2014 13:05:35 +0000http://theunspeakableoath.com/home/?p=1024#comment-1130As I said, based on play testing it with friends who love CoC it’s really fun. The changes to the rules flowed really well so that tension increased through the stories. The changes to the rules have clearly designed so that they won’t make it impossible to adapt old scenarios to 7th ed and more imporantly you should be able to run 7th ed scenarios in the old rules.

The “pushing” of rolls is allowing the character to risk terrible consequences to succeed, which naturally made things more tense and compliments the horror theme. Can’t break out of those ropes in the first roll? You can make a second and succeed at any cost but if you fail the roll, you’ll be dealing with a broken wrist.

In general it meant that our characters got a lot more minor cuts and bruises. Things which they used to have fun roleplaying.

If you’ve got a really wonderful group you can run an RPG without rules but some of the new character creation means that new players are required to consider their characters connections to the world. This is going to be useful to people making the transition from dungeon-crawling where stats is (to some) all that counts. It ensures that there’s aways something to lose, which as a GM I found helpful.

Having played the laundry RPG, which also uses Basic Roleplay as a base, but is much more sensibly thought out, I can see how CoC 1-6 could be run, but the rules are not well designed and I’ve always loved the game despite it’s system, not because.

Also, please don’t use “realism” for an argument. It’s not realistic. It’s horror sci-fi fantasy. The genre has it’s tropes.

It sounds like you like to play the game in a brutal people-just-die kind of way. Others enjoy pulp. Personally, I like it when the survivors envy the dead.

]]>Comment on Inside Call of Cthulhu 7th Edition by Foofighterubuhttp://theunspeakableoath.com/home/2012/07/inside-call-of-cthulhu-7th-edition/#comment-1129
Mon, 21 Jul 2014 01:46:12 +0000http://theunspeakableoath.com/home/?p=1024#comment-1129Fast Talk can NEVER BE GONE
next… I’m not wasting time doing math for a p[layer to roll 1/5 of his skill against and opposition whose skill is 9-%> a Fight skill is fine but it can’t include hand to hand weapon skills> …unless it’s like a club chair, or something.

A single Firearms skill to cover pistol,rifle, and shotgun…The weapons themselves have dam. stats… but a world class pistol expert may be nowhere with a rifle.

Pushing for success instead of ROLE PLAYING failure. Now… how I did this} IF he player made his fast Talk roll and then couldn’t get past the secretary because the story was lame… so you fail because she appeared to buzz you thru but buzzed security instead.
OR you fail the roll miserably but I let you pitch the plea/threat/lie and if it’s convincing, you’re in.

making luck rolls just because you failed is kind of a cheat…guess it depends. Seems like I have let people tell me how they might see a solutions to , say, having been thrown off a ledge (some one below just put up and awning…, grabbed a flagpole, clothes line, Superman… and then allowing a full of p[partial Luck roll… from the article “The 7th Edition rules mean to make the the functions of the Luck roll more explicit. Paul says, “It’s strictly for external circumstances beyond the player character’s control. So, you’re in the old house, you hear something upstairs. ‘I’m going to run to the kitchen. Are there any knives there?’ It’s a Luck roll.”” That’s a waste of game time. It’s a kitchen. assume the knife. LOL I will use no CONNECTION allowances. I’m not spoon feeding anyone. It’s Call of Cthulhu in real world 1920-30’s guns jam, sanity slips, byakee bite, ygolonak wounds don’t heal, star spawn radiation will reduce a person to ooz quickly or slowly depending on where he was standing when the ave was opened. wise game play is it’s own reward.

SANITY:
recursing “bouts of Madness”
Fellas, these are called PHOBIAS and they work just find.
Any Keeper worth the screen bothers to look these things up and can arrange for affliction tests, therapy, drugs of the day, hypnosis, stuff and commonsense.

Idea Rolls should never be used to get info the players can’t bother to search for.
any gamer who announced “I made an idea roll to get a clue” would be told to check his sofa cushions for his lost sensibilities.
A kinder answer would be a repeat of info already provided, which probably already included said “clue” that, if considered, would inspire investigation… the, ahh, JOB description of
the IN-VES-TI-GA-TOR.

Guns.
guys… a police trainee, or military recruite, may learn the rifle before the pistol and be proficient in both, but the Professor who was robbed walking across campus and went out and bought a 38 (his first and only firearm) will NOT know how to use or have as much skill with, a rifle or shotgun.
The base percentages in those would apply.
by that same token, kid growing up on a farm may be very good with the shotgun dad keeps over the door, but have no idea about aiming a pistol.

Monsters… leave em be… and leave em be from Ed 3 or 4.

“It’s still Cthulhu as you know it,” Mike says.

No.
in truth, no it is not.
It’s had the corners and interesting character filed off to a nice smooth, generic peg that conforms to a sense of uninteresting, tactical, mechanical NORM.
and I see little to no reason to make this purchase.

When I saw “Sandy Peterson” on the cover I was excited and hopeful.
but it seems his name is all that there is.

If this had remained a D20 system I could only have been a little more disappointing.

based on the article above I give it a negative 5 and a big thumbs down. .

]]>Comment on Inside Call of Cthulhu 7th Edition by Foofighterubuhttp://theunspeakableoath.com/home/2012/07/inside-call-of-cthulhu-7th-edition/#comment-1128
Mon, 21 Jul 2014 01:19:36 +0000http://theunspeakableoath.com/home/?p=1024#comment-1128I wonder if you are old enough to have played the original rules the Mr. Peterson devised?
Classy.
clever, fun, scary.
the three tiered and connection things seem to take a lot of flavor and style and trade it for cheap cheats.
]]>Comment on Inside Call of Cthulhu 7th Edition by Foofighterubuhttp://theunspeakableoath.com/home/2012/07/inside-call-of-cthulhu-7th-edition/#comment-1127
Mon, 21 Jul 2014 01:17:35 +0000http://theunspeakableoath.com/home/?p=1024#comment-1127I agree absolutely.
and what is the CONNECTION refill your failing attributes crap?

the roll is the role and the role is the role
Wise role playing is it’s own reward.

]]>Comment on Unspeakable! Episode 11: Ryan Macklin of Backstory Cards, Fate, Paizo, and Mythender – Player Agency in Horror Games by Lordslothhttp://theunspeakableoath.com/home/2014/07/unspeakable-episode-11-ryan-macklin-of-backstory-cards-fate-paizo-and-mythender-player-agency-in-horror-games/#comment-1126
Wed, 16 Jul 2014 01:01:09 +0000http://theunspeakableoath.com/home/?p=1661#comment-1126The Stars are finally right for Horrors of War?
]]>Comment on Unspeakable! Actual Play Podcast Episode 6 – Operation Downside (Part 2 of 4) by Lordslothhttp://theunspeakableoath.com/home/2012/07/unspeakable-actual-play-podcast-episode-6-%e2%80%93-operation-downside-part-2-of-4/#comment-1125
Sat, 17 May 2014 23:24:25 +0000http://theunspeakableoath.com/home/?p=998#comment-1125Awesome to have witnessed it! I’ve heard it referenced many times over the last couple of years.
]]>Comment on Unspeakable! Actual Play Episode 11 – The New Age, Part 1 of 4 by Sean Whittakerhttp://theunspeakableoath.com/home/2014/04/unspeakable-actual-play-episode-11-the-new-age-part-1-of-4/#comment-1124
Mon, 05 May 2014 21:42:32 +0000http://theunspeakableoath.com/home/?p=1623#comment-1124Very entertaining. How about part two?
]]>Comment on Submissions by Shane Iveyhttp://theunspeakableoath.com/home/submissions/#comment-1123
Mon, 31 Mar 2014 15:53:38 +0000http://theunspeakableoath.com/home/?page_id=455#comment-1123Email it to shane.ivey@gmail.com and we’ll take a look. Thanks!
]]>